Skitten56
Skitten56
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- Skitten56
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Gen speeds are fine imo. Toolboxes and their add-ons is what needs the nerfs.
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@radiantHero23 said:
This event is pretty fun.
A big BOOP especially for the amazing Pig cosmetic.
Pig never had this much bling bling on her fingers.
I absolutely loved the concept art for Pig's anniversary cosmetic. However the in game one is a bit too vibrant and bright for me.
The concept art was more subtle with the colors and felt more gritty and matched the atmosphere of the game better. Meanwhile the in game cosmetic is very bright; the blues red and yellows all stick out way too much for my liking. Kind of wish BHVR could make skins come with alternate variations so when you buy a skin you actually get 2. For example, you get a second version with slightly different colors or for survivor cosmetics you get a version without a backpack if there is one.
Its a shame because I was so excited to buy this cosmetic for her but now I kind of just want to pass on it. -
@VomitMommy said:
I would understand to disable pain res if survivor dies, not really % nerf...
Pop should get 25% imo.
Having Pain Res or Grim Embrace disable when a survivor dies would be the best way to balance them. Let them be strong for killers who spread hooks, but punish players who use them to tunnel someone out and then get oppressive slowdown on the last 3 survivors.
Pop would be fine at 25% I feel, but it does have a nasty ability to destroy gens if survivors mess up recuses and the killer snowballs with it. Maybe buff the regression back up to where it was before at 30% but add a 40sec or so cooldown after the perk is used/deactivated before it can be reactivated again? -
Its not just this newsletter reward. This is been a reoccurring issue with many of their newsletter rewards and sometimes even other promotions such as twitch drops.
Since it seems BHVR is completely unable to properly distribute rewards that are not code based, BHVR should absolutely never have any cosmetics (banners, emblems and character cosmetics) locked behind any sort of promotion that isn't a redeemable code in game. These sort of promotions should only be Blood Points, Rift Fragments, or Shards; that way players won't miss out on a cosmetic they would enjoy to express themselves due to a system failure.
It feels awful to miss out on something due to such incompetence and it is simply unprofessional for BHVR to keep offering such rewards to players when they cannot guarantee the players will actually be able to obtain the rewards. -
Yeah given how inconsistent BHVR is with these kinds of rewards, any sort of cosmetics that can't be obtained in game should never require anything that isn't a code.
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Might be an unpopular opinion but I'm perfectly fine with the survivors having some variation in their audio levels. It makes them feel more unique and adds variety to them.
Also I feel like if BHVR tried to equalize the sounds they would mess it up so that some survivors would sound way to quiet for what the sfx is, ruining the immersion. I would especially hate it if this happened to one of the few survivors I play.
Given how often BHVR messes things up when trying to do fixes/adjustments, I'd rather them just leave survivors as they are then potentially having survivors sound levels feeling off. -
Edge map pallets are a joke. Remove.
Edge map pallets are actually great for gameplay and NEED to be kept. They provide lockers for killers like dredge and give the edge of map deadzones at least some thing for survivors to work with. If BHVR makes the map larger again, which they 100% need to do, then these edge tiles are perfect for the role.
Street needs CONSISTENT LOOPS - WITH A WINDOW. the middle of the map should not be a perma dead zone 2 minutes in.
Street should 100% be stronger if they plan to keep the map size. Idk about a window but more pallets for sure. Then again, BHVR should just restore the map size.
Main building RNG is worthless or pretty good - The back window should not be treated the same as the front window,it's almost a non actor.
100% agree. The houses were nerf hard as they should have been but I don't think the back window should factor into the rng. Should just keep both windows always available or just perm block the back one.
Inside and overall most pallets ARE TOO WEAK. They also need to be taller loops so anti loop powers dont just completely invalidate them.
A lot of the pallet are weak which is fine generally when the map is big enough as it helps balance out map size. Small maps get stronger pallets and big maps get weaker ones that are more spread out. However, BHVR is bad at balancing maps it seems. For the size of this map and how weak the houses are now, the pallets should be a lot stronger. BHVR should really just increase the map size again though.
The map also should be a tiny bit bigger,with less dropdowns.
Map size should be fully restored to what it was before. Since the houses are a lot weaker not, and the pallets that exist are either weak or easy to make into deadzones, there is no need for the map to be so small. I feel like restoring the old map size while keeping everything else is the best way forward.
The zone to the left of the house is still a deadzone,it needs a regular tile to spawn there,or something.
Absolutely needs something there. Ideally it would have a house spawn option if they restore the map size. If they do not go down that route it needs a pallet or 2 for sure.
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@MechWarrior3 said:
Thank you for your post ❤️
The lullaby is a unique noise lore accurate to the movies, but it should be map wide. That way they don’t know where you’re coming from and it shouldn’t be directional. I thought lullaby’s weren’t suppose to be directional yet she is the exception.
they need to address this along with the many other negatives with her. Very flawed rework for sure when they designed it recently.Completely agree with you. Keeping her lullaby and making it map-wide is the best course of action. 2nd best is making the Clump of Hair add-on also change her lullaby, ideally by making it map-wide.
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2 small changes would go a long way towards making her more balanced and fun to play against.
1.When a survivor disables a drone, they lose 1 stack of Lock On.
- This change is important because without a way to remove stacks, survivors have no counterplay to try and avoid getting 3 stacks of Lock On in chase. By letting survivors remove it out of chase, they can extend the length of time before Skull Merchant forces them to gain the 3rd stack when she creates lose-lose situations. It would also reward good survivors who manage to lose her in chase by allowing them to reset the progress of Lock On.
2. When a survivor disables a drone, the drone cannot be recalled until its disable duration is over.
- This change would reward survivors for engaging in the counterplay, and make it feel meaningful. Currently if a survivors disables a drone near Skull Merchant or an other survivor disables a drone mid-chase to help a chased survivor, Skull Merchant can just immediately recall it and then drop another drone on that same spot. This makes the counterplay to her feel meaningless. By removing her ability to recall a disabled drone, this problem can be abated and make survivors feel like their actions towards her power actually matter.
These 2 suggested changes would at least allow the survivors some degree of counterplay and limit how oppressive her drones can be on some maps.
Personally though I feel like these suggestions are just the bare minimum. The main issue with Skull Merchant atm is how much her kit does for such a little amount of effort. For example. there is no reason stacks of Lock On should give Skull Merchant haste when she can also already give survivors hindered in chase by forcing 3 stacks.
BHVR needs to do something to address this issue because right now her power is just horribly unfun to go against. It also makes playing her not fun for me personally because I feel like using my power properly is just too easy and powerful so I am forced to severely limit myself in how I play her in order to make matches at least somewhat fun for the survivors.
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@Archol123 said:
They feel better to play as, because the transitions are way smoother and so on. However they feel horrible to face, it is quite easy to just 4 men slug everyone, so this problem just stays and now they are way stronger... I'll give the changes the benefit of the doubt and wait a few days/weeks for a final opinion, but the first impression is not good...
BHVR could just make it so that when another survivor is currently slugged, Victor latches onto a survivor when they down them like in the PTB, instead of being able to continue the slugging spree. Would solve the slugging issue without that awful rework.
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I really want to play her more but her kit is just too broken with how much it does atm compared to how much effort it takes.
I'd love it if they removed the injury aspect of her drones and just had them focus more on tracking and long duration claw traps that break pallets instead. Get rid of the hindrance effect as well because it is silly that she can get haste from all survivors getting tagged and then slow them down mid-chase on top of that.
If she was more fair and fun to play against and more complex to play as, I'd enjoy her a lot more. For now I basically play her by severely limiting the amount of drone interactions I can do in a given match which forces me to be very careful and particular in how I use them.
At the very least there needs to be a way to remove Lock On stacks, removing 1 stack per drone disabled would be a good way to fix her kit in the short term and maybe even save it.
I don't believe survivors DC and hate her because of her lore and character design, they DC because her kit just isn't fun to play against now nor before her rework and there is little counterplay most of the time. If BHVR addressed this, then I feel like her reputation would improve.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707127#Comment_3707127
Borgo is 144 sqT, which is pretty balanced in my opinion. That map is generally very fair for both sides.
Haddonfield is now only 132 sqT, yet it still spawns quite a few deadzones, and has few usable windows now. I would argue even 132 sqT could be fair though if survivors had enough to work with, but they definitely do not on the current Haddonfield map.
Yeah the map could have been fine if they reduced the size OR weakened the strength of the houses. Doing both just makes it an incredibly killer sided map.
This map rework needs so serious work to be balanced now. I'd personally restore the previous version of the map and it's larger size, but keep some of the new outer tiles while also keeping the houses weak. I think that would result in a much more balanced map overall.
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I feel like the previous version of the map was more balanced. Sure it had strong houses for survivors but it was also easy as killer to create deadzones to exploit and catch survivors out of position.
This rework feels like the houses are weaker but it is still easy to create deadzones, and the map is even smaller. The map size reduction makes it very easy to defend exit gates now since all the times I've been on it I can just stand in the center and see both gates. Large maps can be balanced by having resources like pallets more spaced out, which the old version of this map did fairly well. This new version feels like it is just too small compared to the resource density and less safe houses.
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I agree with you on point #2. I feel like regressions perks / builds or the game in general would be a lot easier to balance if they game limited players to only bringing 2 perks in the slowdown class. So many regression perks have to be somewhat weak because they are way too strong when stacked with 3 other slowdown perks. By limiting the amount, we can have these perks be more powerful on their own while not allowing them to have horribly oppressive combinations.
As for #1, it might not be ideal but its an acceptable compromise since the playerbase is a mix of casual and competitive. Ideally future fun gamemodes that rotate can make up a sort of casual queue I'd imagine but I'm satisfied with what we have for now.
#3, they 100% should think more critically about the implications of the changes they play to me. If the playerbase can read patch notes and already realize something is horribly broken or problematic, that is a problem. BHVR shouldn't let such glaring issues reach so far into their development process. It just shows a lack of understanding of their game and how players approach and play it. For example, the recent forced locking unhook animation change in order to stop a rare occurrence of toxicity; this change removed a lot of counterplay to range killers and endgame unhooks. With a little critical thinking they should have been able to realize this was a bad idea to implement for these reasons and instead coded something like forcing the unhooking only after 3 canceled attempts on a hook stage.
#4 is is rather alarming how often things break
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704647#Comment_3704647
Thank you for your words my friend. I pretty much agree with everything you said, but 2.0 condemn and 3.0 are not the same. 2.0 is map wide global condemn. 3.0 is not global just because it’s by 7 TVs.
There’s still a lot of space in between those TVs and around that’s survivors can go to miss the blast radius. Passive condemn would fix help put slight pressure on them. Right now there are only Upsides to tapes for survivors, there are no downsides.
I agree with you on point 5 1000% for sure. I would LOVE LOVE LOVE THIS!You probably saw this already, but I made these videos.
I call her 3.0 version global condemn lite. While it is not a true map wide condemn like 2.0, it still retains many of the flaws that came with global condemn but at a reduced value. The main flaw being that it can apply condemn on multiple points of the map at once without require Onryo to be nearby and as a result survivors have to disable TVs in order to protect themselves. This means that with one action survivors can protect themselves from condemn while also limiting Onryo's map mobility by teleportation. This is the opposite of 1.0 where survivors didn't need to turn off TVs to protect themselves and were actively discouraged to do sure by the threat of cursed tapes.
However, while I strongly prefer Onryo's release mechanics when it comes to condemn and TV tapes, in any version of her power were survivors are punished by not turning off TVs such as 2.0 and 3.0, we cannot have passive condemn from TV tapes. This is because it would create a lose-lose situations for the survivors.
For example with her global condemn lite 3.0 form, a survivor has to grab a tape before working a gen in order to protect themselves from condemn. If they do not do this, then the survivor will quickly gain condemn as Onryo teleports around. However if grabbing a tape applies passive condemn as well, the survivor is equally punished for grabbing the tape to protect themselves and takes the risk of condemn over time. Both of these scenarios can be dangerous if the survivor wants to make any gen progress and it gives survivors no means to effectively counter condemn while progressing the objective in a timely manner. A lose-lose situation as said and one that I think would be unhealthy for the game.
These problems come from the concept of map wide condemn, even if it is in a reduced form such as her 3.0 current version. I've been saying it since the 2.0 PTB but any sort of map wide condemn on Onryo makes her hard to balance and punished soloq/new players; attempts to balance this results in her being too weak in higher MMRs against skilled teams.
I truly believe the best way to make Onryo balanced and fun for all MMRs is to go back to single TV condemn upon Projection like in her 1.0 version but with some new QoL buffs such as an increased basekit condemn range to 18 meters, while also reverting the changes to TV tapes so that survivors holding tapes gain passive condemn again.
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Good showcase of some of the issues with current 3.0 Onryo. Especially how easy it is to drop tapes off in the killers face mid-chase and how bad her stealth is with the VTR. I love your suggestion of a map wide lullaby to help resolve this.
Only thing I would disagree with is Iri-tape and Tape Editing Deck being trash. Tape Editing Deck is on the weaker side but not useless. It has niche value for early condemn buildup. Iri-tape can be exploited by good survivors which can make it very weak due to their ability to see TV auras and rapidly disable your TVs leaving Onryo powerless for an extended period of time. However, when I use Iri-tape, I bring builds to counter this and aggressively defend my TVs as well as trying to keep their whole team injured. Essentially overload them with tasks to do like gens, heal, totems, and then their desire to touch tapes diminishes. Although against really good teams it will still be a struggle, but it can be a fun struggle.
Overall I agree with you and also would love to see a return of the 1.0 release Sadako but with the QoL buffs.
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I would prefer to have her 1.0 version back but keep the QoL changes and the Ring Drawing nerf.
As for your suggestions:
- These spawn locations are shared with other object spawns and BHVR is unlikely to change all of them just for Onryo.
- Absolutely should be addressed. Either make it so the VTR only lights up when her lullaby actually has an audio queue or just remove the VTR for her lullaby.
- TVs are always off against good teams but that is the nature of the 2.0 and 3.0 reworks where survivors are heavily encourages to turn off TVs instead of not touch them like the 1.0 release version of Onryo.
- I am okay with tapes being a threat again but tapes absolutely cannot be a threat as long as we have any sort of map wide condemn (2.0 and 3.0 versions) for balancing reasons. If we go back to condemn only applying around the TV she Projects to, then tapes being a threat again would be balanced. For me personally this would be the desired outcome. I would also suggest having a basekit 18m condemn range upon Projection if they made this change.
- Again we would need to make condemn only apply around the Projection TV and not all TVs for passive condemn to be balanced. This is 100% the direction BHVR should go however. Release Onryo took skill to use and build condemn, while current 3.0 version of Onryo is a pub stomper but gets stomped by skilled swf because turning off TVs and easily disabling multiple aspects of her power at once is the meta counter. By going back to her 1.0 system of condemn application by means of only the single Projection TV and then having survivors get passive condemn from tapes, we would have a much healthier Onryo that would have access to their power against swf but still be counterable, while also not having her power be incredibly oppressive against newer or uninformed players that do know she can spread condemn from all active TVs.
- 1.5 seconds would feel like a more fair and balanced tape insert speed, but with her current version being able to rapidly spread condemn across the map, they are unlikely to make such a change.
- Lets talk add-ons because I have a lot to say about them. I will address what I disagree with here and then post my own thoughts on add-ons below.
- The Tape Editing Deck add-on is actually decent. You are correct that the aura reading from it is given when you need it the least but it is still decent info to keep tabs on survivors. Furthermore the add-ons primary effects are not useless. The add-on either gives you slowdown at the start or allows you to get 1-2 extra stacks of condemn on survivors early which is a good base to build off for any condemn builds. This is because by having survivors starting the match with a tape, when they start to work a gen and the TVs all come on, their first tape pick-up now gives them 1 stack instead of 0. Also since they will all likely hold onto their tapes, the first down and hook you make should give the rest another stack of condemn.
- I don't know about making Mother's Mirror basekit. It is an add-on with somewhat limited use but it is not useless. I'd say for a brown add-on it is in a decent enough spot.
- Distorted Photo as you mention is just too unreliable to be worth running since survivors need to "witness" it. If they removed that requirement and made it something like all survivors within 8 meters of Onryo manifesting scream and reveal their auras, it would be much more useful but not too strong.
Rickety Pinwheel and Sea-Soaked Cloth
These add-ons are not good in any meta where survivors are actively encouraged to always turn off any TV around them before working a gen (1st rework and current 2nd rework metas). This is because these add-ons only work when within a limited range of a powered TV. These 2 add-ons performed fine on release since survivors were punished for touching TVs, thus providing the add-ons some value as survivors were unlikely to turn a TV off themselves. However since with Onryo's current rework survivors are at massive risk of condemn by not disabling these TVs, they will almost always turn off the TV rendering these add-ons virtually useless.
Solution: These add-ons instead should only work when a survivor is within 8 meters of a TV that is turned off by a survivor. This would give them actual use with how Onryo's current power works and how survivors engage with it.
Iridescent Videotape
This add-on is a great concept. It allows Onryo to trade away all her condemn pressure in exchange for mobility. It is also balanced by having a longer TV off duration when survivors perform the counterplay to her TVs. However there is one major problem with this add-on. That being smart survivors will just run around the map disabling multiple TVs at a time since they have no threat of condemn. This is made even easier for survivors with the assistance of them being able to see the TV auras of powered TVs.
Solution: Make it so that when using this add-on, survivors that are holding a cursed tape can no longer see the auras of TVs. This would stop survivors from being able to abuse TV auras and the Iri-tape add-on by completely disabling her power. It would also still be balanced since survivors would still have the assistance of TV auras to find and disable their first TV.
Clump of Hair
This add-on is one of her weakest. Ideally it would be used by Onryo's who want to play into her stealth aspects and sneak up on survivors but in practice it is pretty much useless. This is even more true now than ever due to the Visual Terror Radius. Due to the VTR, survivors will always know when you are approaching them and will be on the lookout for you. As a result Onryo's stealth for catching survivors off guard is incredibly weak and this add-on with is supposed to assist with that is weak as well.
Solution: BHVR should add an additional effect to this add-on that make it so her lullaby is silent and doesn't trigger the Visual Terror Radius, OR the add-on should make it so her lullaby is map wide. Both of these options would allow Onryo to have some stealth again when demanifested by either hiding the VTR or making it useless due to the lullaby's large range. The result would make this add-on a good but not overly strong add-on for those who want to play into the stealth aspects of Onryo which are currently laughable at best.
VCR
This add-on has always been a bit weak since it only gets value when survivors do not have direct sight on a TV. This is because the add-on does not show Sadako crawling out of the TV. When survivors hear the teleport sound, they just need to look at the nearby TV and if they don’t see her character model, they will know that she teleported elsewhere. At most it is a minor inconvenience. However with Onryo's new rework, survivors get aura reading on nearby powered TVs. As a result they can just look at the TV aura and if it disappears, they will know Onryo teleported to that TV. This renders the VCR add-on to be completely useless now outside of meme value.
Solution: Keep its current effect but add a new effect that makes it so the auras of TVs are hidden to survivors which are working on a generator.
I talk in more detail about what I consider the most pressing add-on changes with the new version of Onryo that need to happen here if you are interested and want to read it.
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I love going against Tombstone Myers personally so I don't want them to remove that style of gameplay. Tombstone Myers is some of the most fun and tense high stakes matches in dbd and I love it.
However, the very rare purple Tombstone Piece add-on is a bit too much. The Iri-Tombstone add-on feels balance by the increased stalk time required. The Tombstone Piece however, even though it still requires an increased stalking effort, doesn't feel as balanced as the Iri-Tombstone. We all know that getting a survivor out of the game early is the easiest path to victory for a killer and that is why tunneling is a popular strategy for some. The Tombstone Piece add-on essentially allows Myers to remove a survivor a bit too quickly for a bit to low of an effort requirement. The stalk requirements for Tombstone Piece to mori a survivor the first time should be the same as the Iri-Tombstone add-on.
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@ad19970 said:
I definitely agree with fixing his bugs. Placing pods can be so frustrating sometimes because of the terrible collision detection.
The buffs I don't agree with though. I think slipstreaming is fast enough, the detection just needs to be more consistent. And especially soma photo should not become basekit in my opinion. It just reduces the counterplay survivors have in chase.
I think if they just fix singus bugs, he should be in a good spot. The only buff the devs could add is to increase the time it takes for emps to generate by a bit, but that's it.
I agree with you. Singularity can be quite strong and doesn't really need buffs. At most make it so the EMP boxes only self-print up to 90-95% progress so survivors can't just grab it mid chase.
Bug fixes should absolutely be done but this game has tons of bugs so who knows when BHVR will get around to it.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704156#Comment_3704156
They very rarely killswitch perks. There was a glitch with Merciless Storm last year that took about 2 months to fix, whereby missing a skill check took the gen from almost finished straight down to 0%. It wasn't killswitched.
Which was insane. 100% should have been kill switched. BHVR should be a bit more aggressive with using it when something is that game breaking. If they kill switched for every bug though, then everyone would realize what a buggy mess this game is, assuming they have not already.
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Having to repair up to 5% to stop regression can make some 3gen scenarios basically impossible to win. If the survivors don't have perfect coordination, a killer that can pressure both edge gens before survivors can stop the regression becomes a nightmare since they can keep gens regressing and even though survivors tried to repair it to stop regression, they can't get enough progress. This results in more consistent regression as well as not causing the generator to have more regression events, making the anti-3gen mechanic work against the survivors.
Obviously with a limit on gen regression events now in the game, gen tapping cannot return as it was before, otherwise it would be very broken. However I think reducing the amount of gen progress require to stop regression from 5% to 2.5% would be a good middle ground to help against these 3gen nightmare scenarios against hard 3gen builds on killers that synergize with them.
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The only players that use self anonymous mode are cheaters, griefers and/or players that don't want to ruin their reputation.
100% wrong. I use it and I am neither of those things. I am just a person who doesn't want other players looking up my hour count and dodging the lobby or having salty players post a bunch of bs on my steam page. I'm sure it is also a great tool for streamers who have people trying to troll/harass them. There are many legit reasons to play in anonymous mode.
It is a feature that promotes the negativity of the community and
doesn't allow other device users to report the accounts on those other
devices.You can still report players in anonymous mode. Make the report and then when you submit your ticket on BHVR's main site, just say it was the "anonymous named player" who was doing the cheating/toxic/exploits.
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In my opinion one of the biggest issues with her is how the past 2 reworks have punished survivors for not turning off TVs, rather than punishing them for taking a cursed tape and turning them off.
Her release version survivors didn't want to get cursed by watching the video/taking the tape so they'd only do it if they had high condemn or wanted to deny her mobility. This worked out perfectly fine since it allowed Onryo to have good map pressure to make up for her weak chase power.
However the reworks changed that and actively encourage turning off her TVs. The result is that survivors now are strongly rewarded for denying her mobility along side removing her condemn pressure. This means that against good survivor teams she will have weak map pressure with an already weak chase power. And with the latest rework, condemn pressure isn't that strong against a good team that knows how to counter her.
I much prefer her release version where survivors were in the most danger after touching her tapes and getting cursed from it.
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@jonifire said:
You make the issues clear very well. I completely agree on them with you. It‘s just that it doesn’t matter how good Sadako play‘s more like how bad survivors play. She is so bad against good survivors and all efforts for making her easier for new players (which don’t use their advantage) only made her terrible against good players.
I loved Og Sadako, she was so close to being perfect. I hope they just go back to her OG version‘s mechanics. Therefore they should change her current version and keep the other changes:
- Tape instertion speed back to 2s
- Remove TV auras (only show where you have to deliver your tape)
- No one stack condemned trade to turn of TVs
- Passive condemned again
- Only the Tv you teleport to gives commanded
Then condemned should get one of those two buffs:
- Range increase to 20-24m
- Condemned based around the proximity to one Tv; this means you get 0,5stacks 24-16m; 1stack 16-8m and 2 stacks 8-0m
The addons, that are important to me, which also should return are og ring drawing, og yoichis fishing net, og ring drawing and og iri tape.
OG sadako would be such a good/ healthy/ fair and scary killer with the buffs from the reworks. She never needed reworks to beginn with just some buffs!
I agree with pretty much all your suggestions. Passive condemn gain again in exchange for only the Projection TV giving condemn is a fine trade. I also like the idea of condemn amount gained tied to distance from TV. Only thing I disagree with is restoring old Ring Drawing add-on; this add-on resulted in the slugging meta that so many survivors hated. I'd rather they not bring that add-on back into its old form as a result.
OG sadako would be such a good/ healthy/ fair and scary killer with the buffs from the reworks.
Completely agree. Her original version was the most fun and also was the most thematically correct to the source materials. I wish BHVR would make such changes but tbh, I kind of just want them to also not touch her again. She is in a decent spot now even if it is not the most ideal. Last thing I would want is BHVR doing a 3rd rework and having it be as disastrous as the 1st rework.
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I agree they should hide the TV auras, but only when they are holding a tape. This means survivors will be able to find a TV to turn off easily enough, but cannot abuse the aura reading in chase. The buffs BHVR made recently to her post-Projection speed boost however did help with this issue.
Tapes breaking on hits is one of the worst things we could go back to. 100% against this. Her first rework was just a nightmare and this was a large part of it.
I'd rather they go back to her release version where she only spreads condemn around the TV she projects to, but increase the range or stacks applied upon Projection. Also go back to how the tapes used to work with ticking condemn and survivors being discouraged to grab tapes unless they want to deny mobility. These changes and keeping all the other QoL changes along with Ring Drawing nerf would be her best version imo. It would allow for skill but also be balanced.
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Big difference in techs that use established game mechanics that are functioning properly to achieve an outcome, compared to techs that use exploits/mechanics that BHVR has said are bugs to achieve an outcome.
Blight's hug tech is simply not comparable to stuff like the CJ tech.
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@GroovyMan said:
This is the great idea yeah precisely they should add old rift cosmetics on store ı missed tome 15 im hoping ashy slashy cosmetic will be in store 🤝
Yeah it really sucks for anyone who missed a Rift. It is incredibly dissatisfying that there is no established timetable for when players who missed a Rift can expect to be able to get those skins in shop. Its not like BHVR has anything to lose by bringing them all into the store eventually. If anything they'll make money since players like me would be willing to buy with cells when they finally arrive.
It feels like BHVR has just forgotten about some of the older skins because I can't see any reason for why they are not in the store yet. I really hope BHVR will resolve this soon and actually bring old rift skins into the store with an established timeline rather than just leave players waiting, never knowing if it will ever happen at all. The lack of communication is just very frustrating overall.
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@sinkra The Twins changes also concern me, and I agree with most of your points. Especially about how the changes ruin what make Twins unique as a killer. To be clear I don't main Twins but do I play them from time to time for fun since they add a different perspective to killer gameplay. The difference in how killers play is what keeps the killer role interesting to me and helps stop it from becoming stale.
BHVR wants to make it easier for Charlotte to get back to Victor in order to hook survivors but this was 100% not the way they should do it. There are just so many fun gameplay elements removed from her kit and also it seems like Victor might be too strong if survivors cannot kick him. Will have to play the PTB to know for sure but if it is anything like their first Onryo rework, it will be a mess until they decide the first version wasn't too bad and just needed small QoL changes.
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@ChaosWam said:
5 seconds is plenty of time to get somewhere safe, disabling the power would make it horrible for killer powers that don't have an effect on chase.
The stun penalty doesn't mean anything for killers like Nurse who can just instantly down them again. I think 10 seconds of having power disabled is long but a 3sec DS stun with 5-7seconds of killer power disabled would be very reasonable imo and probably healthier for the game.
5 seconds of stun is better than nothing but disabling at least some killer powers upon DS activation should be the way BHVR handles this.
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@accessoire said:
Or how about this:
We say okay it is a bug. Our players like it and it has a lot of skill expression and mechanical details so we keep it cause it has been fine for years now.
If we want to balance our killer we focus on numbers and add ons.
This way we keep a mechanic that Blight players love (and yes that is fair if you learn it and how to play against it) and we still get to nerf blight in another form (give him 4 rushes, make him 5 percent slower, remove all the addons with speed and turnrate)
This way Blight is not Op and Blight players can still have fun with him problem solved???https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687931#Comment_3687931
If they want to make Hug tech an official thing, I am okay with it if that is what BHVR decides. I don't think Blight needs it and while it does add skill expression to the killer and likely more enjoyment for Blight mains, I believe it is generally unhealthy for the game and less fun for survivors overall. I mainly just disagree with comparing a bug tech to other techs in the game, and those who used the bug exploit complaining about its removal when they knew all along it was a bug and likely would be fixed in "years".
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@Devil_hit11 said:
his idea that when chasing a survivor with a tape to hook a survivor turning off tv is for survivor to drop-off their tape on television. If they do not drop off the tape, the sadako can spam tv teleports. He is trying eliminate the tapes from turning off your televisions for 70 seconds with no downside.
I simply do not like whole premise of current sadako mindlessly spamming TV's to gain a mori. I liked 2nd version of sadako the most because you had to be good at m1 play to capitalize off-tape condemn build-up. I also like 1st version to some extent because iri-tape refreshing tv's meant that you had to be good at m1 play to keep turning off your televisions. current sadako lacks m1 hit proficiency to build curse. It is all TV-related now.
I also don't like the idea of mindless tp spamming for condemn, which is why I much preferred her release version. I wish they kept her as she was on release but just added some of the QoL changes from other releases like the not being able to be stunned while demanifested, the shorted TV cooldowns after projection. This plus increasing the range condemn is built from a single TV upon Projection to like 18 meters would have made her a lot more balanced a fun. Also without the old Ring Drawing add-on because slugging isn't fun for anyone.
Onryo was a lot more fun when survivors didn't want to pick up tapes in order to avoid condemn, giving you mobility options unless they decided to risk condemn. Now survivors have a lot of control over your power and mobility which is unfortunate but that is what happens when condemn risk is so heavily tied to survivors not picking up tapes now. -
They do not need to remove lobby leaving. They however 100% do need to make prestige hidden on lobbies though in order to stop dodging / lobby shopping. This would solve a lot of issues.
While we are at it, BHVR should also 100% treat disconnects during the match loading as a standard disconnect and give that player a penalty if it happens frequently. It is so irritating to spend time queuing for a match, waiting for the lobby timer to start the match and then have someone crash/alt-f4 their game because they didn't like a offering or something. The result of this causes the match to timeout after a long wait and not get played, so everyone else has to spend another 5min waiting for a game just because someone had a little tantrum at an offering. -
@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687223#Comment_3687223
Then all techs should be removed acordning to you. It will only make the game less interesting and flat.
There is a difference between techs that use standard intended game mechanics to their advantage and techs that exploit existing bugs that have not been fixed yet.
Hug tech is performed by exploited a bug in the collision of objects. Stuff like CJ tech is just a part of the game, using knowledge of a game mechanic where an object cannot be interacted with while in use and thus is perfectly fine. BHVR should allow for more key binding options to avoid prompt issues but it isn't a bug.
So no, not all techs need to be removed, but Blights hug tech should be removed since BHVR has always identified it as a bug they intended to fix. Blight players relying on this tech were just exploiting the bug until BHVR patched it and shouldn't cry about it removal.
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The map seems large but in practice the size isn't an issue. There are a lot of pallets but most of the pallets are unsafe and can be played around even as m1 killers, so this is also not really an issue. i hate to say it but any other killers here that are struggling on this map due to either of these factors needs to learn to play better. For the pallets just learn to mindgame then instead of breaking them everytime. For the map size just write of the cinema gen and then the map is very easy to patrol.
Overall balanced map and probably one of the better maps BHVR has made in a long time.
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Map is big for killers so as an m1 you have to write off some of the outer gens in order to effectively patrol. The size isn't too bad though since pallets and tiles are spaced out for the most part allowing the possibility of making deadzones during the match which can be exploited. Maybe a bit survivor sided but overall I'd say its alright as a map.
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@JPLongstreet said:
I've seen many comments about that the overall size of this map (and Borgo plus a few others) is too big.
Here's the thing, shrinking maps shoves the gens closer together by default, increasing the likelihood of the awful three gens from the start. Which they're actively working to reduce in several ways.
Perhaps a better approach would be tweaking some of the slower killers and/or their powers so they have better map presence and chase potential.
Large maps can be balanced, the design just needs to be different than smaller maps. Smaller maps need more pallets since the killer can easily patrol areas and quickly cause resources to be used up in those areas. Larger maps are harder to patrol for killers but as a trade off there tends to be less pallets and more opportunities for creating deadzones. Killers need to adapt how they play depending on the map to a degree. Certain maps require different approaches and large maps are no exception. For example, low mobility killers generally just need to write off a corner gen or 2 on these larger maps which reduces the area they need to patrol making the map artificially smaller.
As you mentioned, shrinking maps further and further just leads to more gameplay and balance issues by allowing worse 3gens. Larger maps can be balanced and when they are balanced, killers need to learn to play around them.
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I'm honestly amazed so many think this map is survivor sided. Sure it has a lot of pallets but if you know how to play around the map its not really a big issue. I'd say the map is balanced or maybe even a little killer sided.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676783#Comment_3676783
The only thing I don’t agree with on this comment respectfully is “it shouldn’t reset their progress towards removing weakened”
I feel it and because you’re being exposed the UVX once more. You made contact with it.
(I don’t know how to quote people so I had to make my own quotes lol. If someone could teach me how to do that on here”
I thought about it a bit more and I think you are probably correct that it should reset. Otherwise it would be kind of pointless for the killer to bother with using their power on an injured survivors unless they are at a very strong tile. Though I do think there are concerns about how limited survivors options are in countering him right now.
Perhaps making the Unknowns recovery time longer or reduced movement speed duration after a shot longer could be a good way to address this. This would reward survivors for managing to successfully dodge his AoE attacks. Though too much of a nerf would make him less smooth and fun to play so there needs to be a bit of a delicate balance there.
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Does the UVX AOE shot have a lingering hitbox? I ask because I dodged one once and then ran back into it as the purple visual effect was almost completely dissipated. If so I feel like this is a bit unnecessary since it is already an AoE shot. It doesn't really need a extra short period of area of denial on top of it.
Also I think that if a survivors is weakened and they get hit by a UVX shot, it shouldn't reset their progress towards removing weakened.
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Lobby dodging is so annoying since it wastes time and messes with MMR. Prestige levels should be hidden in the lobby from the killer as well as other survivors.
Another issue BHVR needs to address is players intentionally crashing their game because they didn't like an offering so they can avoid the DC penalty. This makes everyone else suffer since the rest of players now have to wait for the match to fail to load, then re-queue, then wait for the match to start again, and then have to sit through another loading screen hoping the game actually starts.
If your game crashes during the match loading it should count as a DC towards the DC penalty.
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Pretty much all of the pallets are incredibly unsafe and easy to play around as a killer. The map is probably killer sided if anything.
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That attack has an area of effect, it is healthy that survivors have options to play around it. Also you still get rewarded by direct hits since it gives them hindered.
A survivor being able to try and get hit by the shot at close range in order to not go down is a part of their counterplay options. As the killer you can either try to predict this and ensure an AOE hit or just simply aim it at the ground so that they'll take damage even if it hits them directly.
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I hate to say it but this is likely a skill issue. The new map is one of the best maps they have made in quite a while.
The map size is fine. Low mobility killers can just write off either the main gen or the statue gen and the map is a lot smaller to patrol since the rest of the gens are part of the center cluster.
The number of pallets is also fine. Most of them are rather weak pallets that are fairly unsafe and can be mindgamed even by m1 killers. A lot of these pallets are actually pretty fun to play around since there are not obnoxiously strong or useless. I've had no issues with them as an m1 killer so far.
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@Tipsy said:
Love this map. The choke point adds interesting gameplay interactions between the killer and survivors. pushing the survivors to work together to divided map. Choke point is for the most part safe due to it being filled with maze tiles (good thing). Main is good but not too good. Large but the killer can keep control due to its shape.
Yeah it is an interesting map and I do like that there are maps like it which add variety to the game. I can understand why some players dislike the map though.
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BHVR could do 2 things right now that would make Skull Merchant so much more enjoyable to play against.
- Deactivating drones removes 1 stack of Lock-On. (Maybe make it so survivors can't remove the last stack if it is considered too strong)
- Drones can no longer cause Hindered status effect
#1 gives survivors more options and counterplay while still allowing her to apply pressure with drones. A lot of times Skull Merchant will use drones in chases directly to slowdown and apply lock-on. Therefore such a change wouldn't hurt her playstyle much and would still provide slowdown.
#2 Allows survivors to actually have a chance in chase other than holding W until death. This makes her very uninteractive and boring for most survivors. She will just drop a drone and you are forced to leave. There is no skill or counterplay involved like other anti-loop killers.
The biggest issue with Skull Merchant is that her kit simply does too much at such a low cost.
Her kit has undetectable, haste, hindered for survivors, info and tracking, anti-loop, area denial and zoning, slowdown in order to clear out drones, and a way to passively injure with no way to reset it.
Skull Merchant gets most of these effects just quickly dropping drones with the press of a button which doesn't even slow her down. She simply just does way too much right now, even if she is in a better spot than her release form.
TLDR: They should either give her haste or hinder survivors but not both, and there should be a way to remove lock-on drone stacks. This alone would make her feel much better to play against.
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The nerf to box auras is a perfectly fine change in order to stop Pigs from just tunneling a trap. It shouldn't really matter since the time it takes to tunnel a trap is basically the same effort and effect of just tunneling normally but many survivors considered it unfun as it gave them very limited options. Thus this change is alright for the games health.
The increased timer duration however is completely unnecessary. A Pig that is going to tunnel traps will do it with or without this change. An increased timer duration only hurt the Pig players who do not force RBTs; and with this change, the chance of RBTs being useful even as mere pressure is diminished.
TDLR: All the changes are fine and good except the increased timer duration which must go.
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The increased speed duration after Projection I feel was a token measure for BHVR to try and alleviate the concerns of survivors using the TV auras to counter them completely in chase. The only way to make this extra duration useful though is to use the Bloody Fingernails add-on, without it survivors can still abuse the TV auras and make Projection for anything other than condemn a joke.
The add-on 100% does not need a nerf as it stands. If it does get nerfed, then the white TV auras for survivors needs to be addressed and nerfed as well.
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BHVR really needs to address how easy it is for survivors to just deny her power by shutting off all her TVs, which has little downside to survivors and is assisted by TV auras. It is very easy for survivors to do but deeply negatives Onryos ability to use their power effectively.
It would be great if BHVR would consider one of the following:
- A: Survivors turning off additional TVs when carrying a tape gives 2 stacks of condemn (was 1).
- B: Survivors can no longer see TV auras when in chase or carrying a tape.
Either of these would help solve the issue.
A: Survivors would either have to risk getting high amounts of condemn to deny more of her power if they don't do a tape run first. This would make them actually have to consider whether they want to commit to additional counterplay instead of going with the obvious choice of just disabling her power essentially for free.
B: It would limit the ability of survivors to quickly find TVs and disable them when they are already holding a tape. This is no unreasonable given there are already existing visual and audio effects that survivors can use to locate powered TVs. They really do not need the TV auras outside of seeing them to find the first tape and to highlight the drop off TV.
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@ChaosWam said:
My biggest argument to balance her, or really any killer, is for BHVR to add a better system for learning the game, killer powers, addons, etc in an organized compendium for players to look at when they get stumped over a killer or perk, maybe even have it give out an alert when something is updated like how the shop has a constant (!) when there's a new item. Add it to the main menu or loadout screen before finding a match even. Could be something to read over while waiting for a match too.
Figuring out how a killer works is usually the biggest reason survivors die to them constantly, as far as I've been told. Some survivors still think SM drones are the same as before.
is for BHVR to add a better system for learning the game, killer powers, addons, etc in an organized compendium for players to look at when they get stumped over a killer or perk
They actually have a decent and detailed guide, but it is tucked away in the menus where no one really looks. They should have it on the new main menu option list where no one can miss it, instead of hidden behind the tutorial page under a submenu.
They should also make it a bit bit more digestible. It has a lot of good information but for new players it is hard to understand what is important or what it all means.
For example, it is critical for players to understand status effects, but it is 50% of the way down on a long list of page options, which are a sub-options, within a sub-menu, within a easily missed sub-tab. It is just not new player friendly at all which are the players who need access to this information the most.
Also it would be great if the guide gave the full screen width to read it rather than 50% of the screen. It is just tedious to look at or use because of this.
The Game Manual is just horribly unfriendly to use and easily missed.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647844#Comment_3647844
I also agree. Iri addons typically change killer gameplay in a very significant way, but they also should be OBJECTIVELY GOOD.
The way it is now with TV auras visible, easy to shut off, and easy to return tapes, this is no good. It's easy to just disable her power, and with the current iri addon that means when a survivor shuts off a TV it's gone for 84 seconds. 84 seconds!
If you don't plan on fixing this issue where survivors can counter Sadako's power too easily, then this addon at least needs a change in the other direction. Make the TVs that are shutoff come back 20% sooner.
The way it is now with TV auras visible, easy to shut off, and easy to return tapes, this is no good. It's easy to just disable her power, and with the current iri addon that means when a survivor shuts off a TV it's gone for 84 seconds. 84 seconds!
If you don't plan on fixing this issue where survivors can counter Sadako's power too easily, then this addon at least needs a change in the other direction. Make the TVs that are shutoff come back 20% sooner.
Completely agree with you. BHVR should absolutely fix this by hiding TV auras with the add-on. There is no threat of condemn so they really don't need the TV auras. But if BHVR doesn't want to fix this in a smart way, they 100% need to have the TVs come back 100% sooner rather than it be a debuff as you suggested.
Iri-tape is actually a great add-on for the most part which provides a fun way to augment her power. A lot of Onryo mains just seem to be sleeping on it since it removes any condemn threat and they are less interested in the mobility aspect of her kit. The only issue is that a smart and skilled team can easily abuse you running this add-on to completely deny your power as mentioned.